Metaverse
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Metaverse: hopes, promises and unknowns

“If the metaverse were a real revolution, it would already have happened!” 

with Raphaël Granier de Cassagnac, CNRS researcher in particle physics, holder of the "Science and Video Games" chair at École Polytechnique (IP Paris), and writer and Clément Merville, Computer scientist and President of Manzalab
On February 7th, 2023 |
4 min reading time
Raphaël Granier de Cassagnac
Raphaël Granier de Cassagnac
CNRS researcher in particle physics, holder of the "Science and Video Games" chair at École Polytechnique (IP Paris), and writer
Clément Merville
Clément Merville
Computer scientist and President of Manzalab
Key takeaways
  • Metaverses have been around for many years in the entertainment sector, and particularly in the world of video games.
  • Virtual reality headsets are by no means necessary for the accessibility of the metaverse.
  • To maximise the feeling of presence in the metaverse, one can rely on the impression of self-presence, spatial presence and the presence of others.
  • Companies use metaverses on a daily basis, such as Manzalab's Teemew solution, which allows virtual events to be animated in 2D.
  • This type of metaverse, which uses less energy than physical events could help produce ten times less greenhouse gases in the years to come.

Recent state­ments by Amer­ic­an Phil Spen­cer, head of Microsoft’s video game divi­sion, have raised many ques­tions, well bey­ond the circle of gamers. In an inter­view with the Wall Street Journ­al, he stated bluntly that a meta­verse was noth­ing more than “a poorly con­struc­ted video game. Oper­at­ing in a meta­verse that looks like a liv­ing room is really not how I want to spend my time,” he said. How­ever, he added that this tech­no­logy was still in its infancy, and that it would all “evolve”. Are these asser­tions to be read as a per­emp­tory pos­i­tion or as an affirm­a­tion of an unknown reality?

Video games are already metaverses

Since its birth in the research labor­at­or­ies of the 1950s and 1960s, the video game has been a faith­ful ambas­sad­or of new tech­no­lo­gies. Even today, it is still the ideal way of bring­ing cer­tain innov­a­tions to the gen­er­al pub­lic. From the com­puter revolu­tion to vir­tu­al real­ity, the video game is a born evan­gel­ist, as Raphaël Grani­er de Cas­sag­nac, writer, research­er at the CNRS in particle phys­ics and dir­ect­or of the “Sci­ence and Video Games” chair sup­por­ted by École Poly­tech­nique (IP Par­is) and Ubisoft, points out.

In fact, Phil Spen­cer makes an obser­va­tion that is well known to gamers. Meta­verses have been around for many years in the enter­tain­ment industry. In 1993, Steve Jack­son Games launched a massively mul­ti­play­er game, or MMO, called The Meta­verse. Today, avatars of League of Legends, Roblox or World of War­craft roam vir­tu­al worlds, meet­ing, chat­ting, trad­ing, and hav­ing great adventures. 

The video game is the ideal way to bring cer­tain innov­a­tions to the gen­er­al public.

By estab­lish­ing remote inter­ac­tions in a vir­tu­al world thanks to unpre­ced­en­ted means of com­mu­nic­a­tion, the emer­gence of social com­munit­ies has not only her­al­ded Face­book and Twit­ter, but also the meta­verse in a play­ful and pop­u­lar way. This is the mean­ing of Phil Spen­cer­’s words. But the lim­it of such a dis­course lies in the very char­ac­ter­isa­tion of the meta­verse, which goes far bey­ond its exclus­ively play­ful use. 

A metaverse open to all…

With the reclas­si­fic­a­tion of Face­book as a Meta, many people have taken Mark Zuck­er­ber­g’s defin­i­tion for gran­ted, i.e. a vir­tu­al space that any­one can vis­it using vir­tu­al real­ity head­sets and con­trol­lers. The meta­verse is infin­itely more access­ible. If it is indeed a per­sist­ent vir­tu­al uni­verse, per­man­ently open, where each indi­vidu­al can go via his or her avatar to be in the com­pany of oth­er people who are them­selves dis­tant from each oth­er, vir­tu­al real­ity head­sets are not at all necessary.

Clé­ment Merville, pres­id­ent of the com­pany Man­za­lab, relies on cog­nit­ive sci­ence to max­im­ise the feel­ing of pres­ence. This impres­sion is based on three pil­lars. The first is “the impres­sion of pres­ence of one­self in this uni­verse”, he says. The more the avatar resembles its own­er, the more eas­ily an indi­vidu­al can become incarn­ated in this vir­tu­al world. The second pil­lar of the meta­verse “is the feel­ing of spa­tial pres­ence, i.e. of the envir­on­ment in which the avatar is loc­ated”. What cog­nit­ive sci­ence recom­mends is that it should be real­ist­ic, as cred­ible as pos­sible. The avatars’ atten­tion must not be diver­ted by a dis­son­ant environment. 

Finally, the third and last pil­lar is to take into account the pres­ence of oth­ers, the feel­ing of com­munity, and it is based on the means of com­mu­nic­a­tion made avail­able to the par­ti­cipants. While for Clé­ment Merville, we will nev­er be able to achieve the intens­ity of the feel­ing of pres­ence in the real world, the meta­verse can come close by mak­ing com­mu­nic­a­tion as nat­ur­al as pos­sible and by redis­cov­er­ing the sense of inform­al­ity that it is imper­at­ive to recre­ate, those moments of impromptu exchange that are the cement of social life. 

Zuckerberg does not have a monopoly on the metaverse

This cog­nit­ive struc­tur­ing is a far cry from Mark Zuck­er­ber­g’s vis­ion, where the audi­ence, advert­ising, NFTs and video games take pre­ced­ence. And for good reas­on. Before being a film by dir­ect­or Steven Spiel­berg, Ready Play­er One was an anti­cip­a­tion nov­el by Ern­est Cline. A few months before pub­lish­ing his book, the author wanted to com­pare his vis­ion of the meta­verse with that of the Cali­for­ni­an start-up world. He went to meet Mark Zuck­er­berg on the one hand, and Palmer Luckey on the oth­er, the young cre­at­or of the com­pany Oculus, which had just brought vir­tu­al real­ity head­set tech­no­logy up to date with the com­put­ing power of the moment. 

Ern­est Cline adjus­ted the char­ac­ter­ist­ics of the meta­verse described in his nov­el after these two meet­ings. A few years later, Face­book bought the com­pany Oculus for two bil­lion dol­lars. The plan to cre­ate a play­ful and luc­rat­ive meta­verse had already exis­ted for a long time at the head of the Amer­ic­an com­pany. But the Oas­is of the book and film Ready Play­er One is far from being with­in our reach. In addi­tion to the sight and hear­ing covered by the head­sets, this type of meta­verse would need to speak to our oth­er senses as well, espe­cially with touch – not to men­tion the impres­sion of move­ment, which remains a major tech­nic­al obstacle. Should we choose to stay on our screens, as Phil Spen­cer points out? 

The meta­verse could help pro­duce ten times less green­house gases in the years to come.

No, because anoth­er future is already here. Com­pan­ies use meta­verses on a daily basis, such as Man­za­lab’s Teemew solu­tion or Gather­Town’s, which allows vir­tu­al events to be anim­ated on a cus­tom­is­able 2D map. This type of meta­verse, which uses less energy, could help pro­duce ten times less green­house gases in the years to come. Indeed, all the images needed to cre­ate the envir­on­ments in this type of meta­verse can be cal­cu­lated loc­ally, dir­ectly on the user­’s machine. The only inform­a­tion that would pass through the net­work, the heart of the pro­duc­tion of green­house gas emis­sions, would then be min­im­ised. This would give this emer­ging meta­verse oth­er dreams than advert­ising or NFTs.

Jean Zeid

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